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  #101  
Old June 11th, 2002, 04:13 PM

Derek Derek is offline
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Default Re: *** Star Trek Mod Discussion ***

Quote:
Originally posted by Captain Kwok:
Yep. Here it is in 1.72:

quote:
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.



Ah. Not being privy to the next patch, I had no idea.

I'm glad to see that willbe implemented; it will add even more variety to the game

Derek
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  #102  
Old June 12th, 2002, 12:23 AM
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Default Re: *** Star Trek Mod Discussion ***

Here is my Mount Calculator 3.xls, in Excel v5/v7 format.

It was pretty hard to get good numbers for the resulting hull damage, and I ended up resorting to surprisingly large and small mountings!
The mount values I played with are labelled "New xyz mount"

The results table at the bottom has an interesting effect.
If the absorbtion percent is less than 50% for all mounts, the arrays clearly to the least hull damage. However, once the shield strength rises close to 50% absorption for unmounted guns, the arrays start to do MORE hull damage.
That would be because of the 50% limit for crystalline effect; once the unmounted guns are being absorbed 50%, the reduced piercing ability of the banks and arrays no longer has an effect, while the higher efficiency begins to deliver more damage to the target.

The relative hull damage amounts have been scaled to show the resulting damage from a volley of shots, coming from all the guns you can fit into the space of an unmounted gun.

IE: A "Newarray" mount will get 8 times as many shots as a "NewHeavy" mount, since it takes up 1/8th the space.

[ June 11, 2002, 23:25: Message edited by: Suicide Junkie ]
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  #103  
Old June 12th, 2002, 12:29 AM
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Captain Kwok Captain Kwok is offline
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Default Re: *** Star Trek Mod Discussion ***

I do not like the new mounts. It is too much of a disadvantage to use the medium and heavy mounts because there would be fewer of them on a ship and a weapons miss would really put the ship in a hole.

Although the numbers are better - I work with them a little bit and see what I can come up with...

[ June 11, 2002, 23:32: Message edited by: Captain Kwok ]
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  #104  
Old June 12th, 2002, 12:30 AM
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TerranC TerranC is offline
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Default Re: *** Star Trek Mod Discussion ***

Kwok:

As a devoted Trekkie, I feel I have to point this out.

The tactical cube you made from Moray that you show in your page is NOT a TACTICAL CUBE.

That's a Fusion cube from the Game Armada, which is not considered offcial trek data.

Here is what it looks like:

Borg Tactical Cube

Sorry, but I really want a Genuine trek mod for me to tweak and enjoy to a level of unhealthy obsession
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  #105  
Old June 12th, 2002, 12:33 AM
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Default Re: *** Star Trek Mod Discussion ***

Ahhh, the cube with a flak jacket....
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  #106  
Old June 12th, 2002, 12:34 AM
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Default Re: *** Star Trek Mod Discussion ***

TerranC: Wasn't a fusion cube featured in one of the Borg vs 8472 episodes of Voyager or at least some episode? I swear I remember seeing it there and not from Armada.
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  #107  
Old June 12th, 2002, 12:37 AM
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Default Re: *** Star Trek Mod Discussion ***

It's from armada. Sorry.
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  #108  
Old June 12th, 2002, 12:48 AM
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Default Re: *** Star Trek Mod Discussion ***

Yeah, you're right. I thought I remembered a Voyager episode with it but I looked it up and I was mistaken.

However...I will include it with the Mod. The reason for this is because if I followed the Trek series to the mark...much of the race tech would be heavily towards just the Federation since they are featured week after week. So, a little liberty is being taken to help flesh out all the races.

[ June 12, 2002, 00:02: Message edited by: Captain Kwok ]
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  #109  
Old June 12th, 2002, 01:04 AM
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Default Re: *** Star Trek Mod Discussion ***

Derek:

I believe that mounts can be restricted by tech in the next patch.
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  #110  
Old June 12th, 2002, 01:05 AM
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Default Re: *** Star Trek Mod Discussion ***

At least its a cube, and not one of the other funky shapes that Armada had the borg using.

I mean, sheesh! Everybody knows the borg only use Cubes and Spheres! They're efficient designs!

Regarding the mounts:
I really don't see the problem with the large mounts. They are just as likely to get a lucky string of hits and be ahead of the game.

The arrays reduce variability in hit rates, while the heavy disruptor mounts will increase variability.
The feds don't like to live dangerously, while the klingons do.

If you as a player don't like to take risks in combat, then play a federation type race (or even as the borg if you are really scared of getting hurt). The true warriors will be Klingons! <thump chest with fist>

[ June 12, 2002, 00:06: Message edited by: Suicide Junkie ]
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